Just make it restore 150 TP on use. Or something. Damage reduction is on everything already.

Just make it restore 150 TP on use. Or something. Damage reduction is on everything already.
This honestly sounds like the best idea to me, though, instead of having it provide a flat amount of TP per use, have it provide 50 TP per target hit. Overpower is almost outrageously expensive; allowing Steel Cyclone to offset some of that would be nice, especially given how Flash is, for nearly all intents and purposes, free. It would mean that Steel Cyclone would serve a different purpose (resource regeneration) than Inner Beast (mitigation) while still being entirely useful and appropriate.
The other option would be to have a 3-4 second stun attached to it. There's precedent for an AoE to have a stun in WHM Holy, which is a hard hitting spammable AoE that has a 4 sec stun on it. It would provide an explicit survivability benefit for AoE scenarios (not getting hit by anything for 3-4 seconds) without copying Inner Beast and would also give WARs an emergency stun for those situations in which Brutal Swing is on CD.
Having SC clone Inner Beast's DR buff would just turn it Steel Cyclone into the attack you use instead of Inner Beast any time you've got more than 2 targets around. Having it provide a heal *on top* of what IB provides would have it replace Inner Beast for much the same reason that IB renders Steel Cyclone redundant. If you really wanted to get some kind of damage reduction from it, don't have it be a static value; have it provide stacks of a DR buff (say, 5-7.5%) for each target that it hits that fades after 6 seconds (limited at 5 stacks) so that it becomes explicitly better than IB when there are a large number of enemies but worse than IB in situations when there aren't that many (which also providing more DR when you really need it since, if you're fighting 5+ targets, you *really* need the DR).

That's the gist of what I originally had in my first post, the DR on SC increased per mob hit with a cap to keep it from getting out of control.have it provide stacks of a DR buff (say, 5-7.5%) for each target that it hits that fades after 6 seconds (limited at 5 stacks) so that it becomes explicitly better than IB when there are a large number of enemies but worse than IB in situations when there aren't that many (which also providing more DR when you really need it since, if you're fighting 5+ targets, you *really* need the DR).
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